Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Starcraft 2: Developer's Corner: 1v1 Game Balance
#1
http://eu.battle.net/sc2/en/blog/761331

wtp blizzard is doing!?!? :f6:

Blizzard Wrote:Here are a few of the changes we currently have planned:

We're increasing roach range. This will allow roaches to be more effective in large groups, giving the zerg more options in the mid to end game.

Fungal Growth will now prevent Blink, which will give zerg a way to stop endlessly Blinking stalkers which can be very challenging to deal with in large numbers.

[SIZE="3"]The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.
The reaper speed upgrade will require the Factory, which is meant to weaken a lot of the early terran reaper attacks that dominate so many matches, especially in team games.[/SIZE]


We're making a number of increases to the health of zerg buildings, which will make the very vulnerable zerg technology structures more resistant to raids. We don’t expect these hit point changes to have a super significant impact on the game, but the current numbers felt way too low.


how the pineapple now terran will defend against any type of rush!??!
to produce the first marine, will take forever now, while zergs can make a six-pool rush with zerlings in the first min of the game, and protoss will just do zealot rush and win the game in 2 min.....

Did Blizzard hire nexon's dev team?!?! TongueTongueTongue
Reply
#2
Cookie-cutter build is to build a Supply Depot before you start your first Barracks. You can build a couple marines before you get rushed.
Reply
#3
What Dusk said.

All the games that I've seen HuskyStarcraft broadcast have Terran players in them (guess why) and there's ALWAYS a supply depot out before the barracks when the player isn't building a proxy.

And while I don't know the game's strategies too well, he and I agree that reaper rushes are pretty damn strong.
Reply
#4
I don't ever use reapers because my friend told me they're weak. :[
Reply
#5
Takebacker Wrote:I don't ever use reapers because my friend told me they're weak. :[

Reapers are godly at early game harassment. With Nitro packs, they are invincible against Zealots (and fare really well against Zerglings and Roaches, too), have the ability to jump walls, outrun nearly all early game units, and do 30 damage on structures.
Reply
#6
>9 SCVs
>100 minerals
>10th SCV builds Supply Depot
>11th SCV comes out
>12th+ SCV is in queue right after Supply Depot is made
>Next available SCV builds Barracks
>Orbital Command
>Wall-E for profit

I don't really see a problem in requiring a Supply Depot. If anything, it's optimal to build in that order to maximize resource gathering and nicely sets you up for the mid-end game depending on if you plan to expand or not. Everything after Wall-E is up to you.

Takebacker Wrote:I don't ever use reapers because my friend told me they're weak. :[

Reapers? WEAK? I LAUGH. Watch 6-8 of em take out all your workers before you knew what hit you. Painful to watch.
Reply
#7
90% of people complaining about the Barracks requires Depot change has no idea what they're talking about. All it removes is offensive openings and cheese. You can wall off fine with 10 Depot 12 Barracks against 6 Pool if you scout it, except maybe on Steppes of War, in which case you were screwed to begin with.
Reply
#8
I won't be the only Z 14 hatching against T every game now. Chin
Reply
#9
The reaper rushes were a bit too strong.... I remember watching the MLG matches and half the people there played terran. Only 2 strats as well
-reaper rush
-and MMM (marines, marauders, medivacs)
Reply
#10
DrRusty Wrote:-and MMM (marines, marauders, medivacs)

I love this combo, so I added a little twist. Combine with Vikings and it's ready to wreck everything. Not to mention reactors doubling production is amazing.
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)